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Author Topic: Building an RPG engine in GML  (Read 15124 times)
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Fox
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« Reply #30 on: February 23, 2016, 03:26:03 PM »

Well, I'll look into that... But what I assume is If the code be executed at all... and as long as the code exists on your hard-drive... (i.e. not executed across the internet on someone else's server.)... then one form of decompiling should be possible... even if it does not match the original source code format. (In that case, I would find decompiling desirable for even my own GM projects... if I had any.)

I know that there is such a thing as code obfuscation... but I have not checked how that would make it impossible? (And maybe such a technique would slow down execution speed? I dunno.)

If you have any information that suggests how it is impossible... then I would be very interested in exactly why... (Besides Atrius's Editor (back in the day)... I suppose that I can't really think of any project that I'd really want it for... but I can see the possibility of myself decompiling a number of other games (maybe?) if I want to understand their bugs/or interested in their code structure/whether it could cause bugs and such... maybe... but can't say I'd do any editing as far as that goes/since I'm not really interested in GM in that way... at least not right now...  but um...)


--- Actually looking it up for a short moment suggests that some versions of GM actually had the source code (and structure) in the exe itself. ---
What do error messages look like when done on Studio-compiled apps?

I start thinking how we have to study GS's decompression routines before we can make compression ones of our own... and I haven't figured if it'd be the same via studying the compiler code to make a decompiler. (Not sure if a number of people would go that far.)


---
While I may check to see if other people have done it... I myself (even if by the small chance that I might have the capability of possibly getting somewhere...(with research, anyway.))... I probably won't waste my time with trying for right now... I think my M&L and GS editor projects have a higher priority.
« Last Edit: February 23, 2016, 04:11:23 PM by Fox » Logged

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« Reply #31 on: February 23, 2016, 07:14:53 PM »

If you have any information that suggests how it is impossible... then I would be very interested in exactly why... (Besides Atrius's Editor (back in the day)... I suppose that I can't really think of any project that I'd really want it for... but I can see the possibility of myself decompiling a number of other games (maybe?) if I want to understand their bugs/or interested in their code structure/whether it could cause bugs and such... maybe... but can't say I'd do any editing as far as that goes/since I'm not really interested in GM in that way... at least not right now...  but um...)
http://yal.cc/on-gamemaker-studio-game-decompilation/
Atrius' editor wasn't written in GM:Studio.
Actually looking it up for a short moment suggests that some versions of GM actually had the source code (and structure) in the exe itself.
Yeah.
What do error messages look like when done on Studio-compiled apps?
That's a good question. I think it depends on the error. But most of the time it will be a silent crash, I think.
I start thinking how we have to study GS's decompression routines before we can make compression ones of our own... and I haven't figured if it'd be the same via studying the compiler code to make a decompiler. (Not sure if a number of people would go that far.)
Let it slide. I don't think we really have to worry about stolen source code. Most people come here to help, not to steal.
I think my M&L and GS editor projects have a higher priority.
Yep.
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Fox
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« Reply #32 on: February 23, 2016, 07:32:07 PM »

Thanks! That was the page I was looking at, in fact... but I don't think I read every word of it.. While he may know more about the subject than me right now, I did have the feeling the guy who wrote that article may not know just how deep things can go... (That's just the feeling I had, not that that is actually so... I could be completely off.)

And yes, I know Atrius's editor was not written in Studio... besides... Studio didn't even exist back in the day.

That is true as well... for the most part... but I still like the technical/educational side of things. i.e. Building a decompiler may not be stealing in itself... but some people would probably use it for such... Even though a totally legitimate use for it could be to help one to rebuild their own project if they ever lose their own source code. (And believe me, there will be plenty of people who will want it for that.... the majority of which are most likely non-professional programmers.)
« Last Edit: February 23, 2016, 07:59:37 PM by Fox » Logged

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Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
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Luna_blade
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« Reply #33 on: February 24, 2016, 06:28:28 AM »

Quote from: Fox
Even though a totally legitimate use for it could be to help one to rebuild their own project if they ever lose their own source code. (And believe me, there will be plenty of people who will want it for that.... the majority of which are most likely non-professional programmers.
That's right.
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roger
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« Reply #34 on: February 29, 2016, 07:09:16 PM »

Update:



- Overworld has no menus yet, only one NPC. Also sprites/backgrounds obviously are temporary.
- Item menu doesn't have any function in battles yet.
- I haven't done anything with the stat upgrades so that is probably buggy.
- Party colour is currently random to show off the music change mechanic.
- 1 in 4 battles will be harder and will have different music.
- Fleeing always works
- Some sprites are missing/gibberish
- Possible crashes (please report to me all crashes with copy/paste of what it spits out)
- No animations in battle. I might not even get this in by the time I get a crowdfunding demo out. The way the battle's animations are programmed make setting up certain things complicated (pseudo-3D graphics). I have an idea for an engine but it's so time consuming to make sure it works properly that I want to develop it after the rest of the engine is complete.
- Camera spin sometimes does this overlay glitch, it's because I'm not done with it yet ;)
- Loss isn't programmed.
- You can restart the game by pressing shift, and spawn a battle in the overworld with backspace.

https://www.dropbox.com/s/txsc2drr8569sey/colors_demo.zip?dl=0
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« Reply #35 on: March 01, 2016, 04:40:50 PM »

Nice work! I like where that background is heading as well, looks calm and stuff.
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roger
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« Reply #36 on: March 19, 2016, 04:09:45 PM »



https://www.dropbox.com/s/txsc2drr8569sey/colors_demo.zip?dl=0

Demo Update:
-You now have an inventory. Main bag + individual character inventories.
-Menus!!!!!
-Party menu – you can equip items, move your party around, check your moves and check your stats. Talk menu currently WIP.
- Inventory – You can give items to characters and toss. Use doesn’t work yet but none of the items provided have uses outside of equipping yet anyways…
- Option – Just two at the moment.
- Saving!!! You can load a game by pressing shift while in the overworld, and it will load from a previous save file.
- A few minor balance changes, most notably dipping costs more MP
- Characters have abilities, although they’re invisible to the player. Richard doubles experience gained from battles and Mike autotargets and has a chance of dealing triple damage.
- bug fixes, bug fixes everywhere

To Do:
- Currently working on a way to have leveling be more balanced. Right now if you battle the same characters over and over you get the same amount of experience.
- Display friendship stats on the menus, lol forgot to do that
- Sprites, visual bug fixes, ect.
- Victory screen has some visual bugs if you equip stat-boosting items.
- Battle item effects (Orgonite, Scrolls, Arrows and Potions) as well as bag equip (use a turn to equip an item)
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roger
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« Reply #37 on: March 29, 2016, 03:07:28 AM »

Dialog trees:

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Salanewt
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« Reply #38 on: April 02, 2016, 07:43:23 PM »

Nice work, Seta Metta! I can't remember if I asked in Skype (I think I did), but were you planning to add voice sounds when they talk?
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roger
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« Reply #39 on: April 08, 2016, 06:47:28 PM »

Thanks, Sala.

Here's another update for ya - Name screen and a lot of cleanup work in the presentation department:

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roger
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« Reply #40 on: May 02, 2016, 06:07:03 PM »

Demo is out:

https://www.dropbox.com/s/31p3m3yy2n7dsgg/Colors-Default-1.0.0.35.zip?dl=0
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roger
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« Reply #41 on: August 26, 2016, 06:02:47 PM »

Better-er demo is out:

DOWNLOAD ME

contains a lot more features and stability stuff, try it out! :D
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« Reply #42 on: August 27, 2016, 11:20:17 AM »

WOW!!! Exclamation
This is a nice demo! I definitly see this becoming a good game!
EDIT: this game makes me think of Mortis Ghost' OFF.

Also, did you primitive drawing in some of things?
It looks nice.

« Last Edit: August 27, 2016, 12:34:12 PM by Luna_blade » Logged

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roger
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« Reply #43 on: August 27, 2016, 01:02:41 PM »

Every asset in the game is made by me, outside of the SAPI5 extention which is used for blind accessibility. However I'm trying to hook up with a decent 3D animator to do the overworld sprites, kind of like how Golden Sun's overworld sprites are derived from 3D models.
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roger
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« Reply #44 on: September 26, 2016, 12:34:04 AM »

slightly better-er-er demo is out:

https://www.dropbox.com/s/t6z5f6g632l267o/Colors-Default-1.0.0.92.zip?dl=0

NOTE: Taking a break since I'm starting out at big bloo, so once things settle down there expect more regular updates.
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Cbox
March 04, 2019, 08:45:44 PM
Fox: Aw.  I kind of want to suggest dressing up in a banana costume.  No wait, that's a bad idea.
March 04, 2019, 04:24:10 AM
Average Wind Seer: *angry gorilla noises that roughly translates to "Stay the [redacted] off my island and don't touch my [redacted] bananas"*
March 04, 2019, 03:06:07 AM
Fox: Gosh. This is like playing whack-a-mole! What's taking you so long with the bananas?! :D
February 28, 2019, 10:20:28 PM
Fox: And that other guy I thought for sure I saw a moment ago.... maybe he left again.
February 28, 2019, 10:16:29 PM
Fox: :O Wha-? I guess you didn't bring an army? If you plan on bringing a bunch, I would have suggested recruiting more people. Like me.
February 28, 2019, 09:57:15 PM
Average Wind Seer: I just reached the Island, but I'm planning on getting as many bananas as I ca- OH GOD!!! OH NO HE'S GOT ME!!! SOMEONE PLEASE HELP ME!!! AAAAAAHHH!!! NO! NO! NOOOOOOOO-!! *angry gorilla noises are heard as audio fades to static*
February 28, 2019, 09:13:45 PM
Fox: Huh. I didn't know you like going on adventures, that sounds interesting. How many bananas are you bringing?
February 28, 2019, 02:32:28 AM
Average Wind Seer: a brilliant plan. I'll go get the bananas from that seemingly uninhabited island with a large sign with the letters "D.K." written on it
February 28, 2019, 02:19:23 AM
Fox: I have an idea. If it turns out they love bananas, we can get some more as bait to keep them here?
February 27, 2019, 03:00:14 AM
Average Wind Seer: They consumed so much of the banana that only the essence of the peel remained TT^TT
February 27, 2019, 02:17:50 AM
FoxYou don't see it in the trash can over there?  Maybe that was someone else's.  .... Wait, Essence of Banana Peel?
February 27, 2019, 12:06:56 AM
Average Wind Seer: nope, that's just Essence of Banana Peel that they left behind :(
February 26, 2019, 11:39:52 PM
Fox: That's unfortunate.  I think they left the peeling for you.  :/
February 23, 2019, 05:18:08 AM
Average Wind Seer: .... yes.... I was gonna eat that banana....
February 23, 2019, 02:47:39 AM
Fox: steal*
February 23, 2019, 02:47:31 AM
Fox: Did they still your banana?
February 22, 2019, 02:32:19 AM
Average Wind Seer: hecc my ba- oh snap there they go :/
February 21, 2019, 10:14:10 PM
Fox: Shh... Don't scare them away.
February 21, 2019, 07:20:30 AM
Average Wind Seer: shocking, isn't it
February 21, 2019, 07:06:58 AM
Luna_blade: holy moley 4 users online

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